﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

public enum BehaviorNodeState
{
    Running,
    Invalid,
    Success,
    Failure,
}

public class BehaviorNodeType
{
    //Composite
    public static readonly int ParallelNode = 1;
    public static readonly int SelectorNode = 2;
    public static readonly int SequenceNode = 3;
    //Condition
    public static readonly int ConditionNode = 100;
    //Decorate
    public static readonly int LoopNode = 200;
    public static readonly int EnterNode = 201;
    //Action
    public static readonly int WaitNode = 300;
    public static readonly int ExcuteSkillNode = 301;

}

public class TaskDataType
{
    public static readonly int None = -1;
    public static readonly int ConditionData = 1;
    public static readonly int NumData = 2;
    public static readonly int BoolData = 3;
}

public class NodeDataType
{
    public static readonly int  MultBranchNodeData = 1;
    public static readonly int SingleBranchNodeData = 2;
    public static readonly int LeafNodeData = 3;
}

public enum OperatorType
{
    BiggerThan = 0,
    LessThan,
    Equal,
    BiggerThanOrEqual,
    LessThanOrEqual,
}

public enum ConstType
{
    None = -1,
    String = 0,
    Int = 1,
    Float = 2,
}